Appendix


Appendix – The World of Andora

Andora is a vast world, home to numerous kingdoms, territories, and civilizations, each shaped by their own beliefs, cultures, and magical practices. Among these, the Realm stands as one of the most structured and dominant forces, ruled by the Cleric’s Temple, which enforces strict control over magic. However, beyond the Realm’s borders, other kingdoms exist, each with their own understanding of magic, governance, and power.

At the heart of Andora’s sky is Solvaris, the singular sun that dictates the passage of time and the natural rhythms of magic. Accompanying it are two moons, whose cycles influence spellcasting, rituals, and the tides of magic itself. A distant planet, visible in the night sky, is the subject of much speculation—some seeing it as an omen, others believing it to be a celestial force beyond mortal comprehension.

The Realm, located in the Northeastern hemisphere of Andora, is a structured and hierarchical nation where magic is restricted to those deemed worthy by the Clerics. Its capital city sits at its core, encircled by seven Inner Cities and thirteen Outer Cities that form the foundation of its influence. Yet, beyond the Realm, other kingdoms have developed their own ways of wielding magic, some embracing it as a natural right, while others fearing it as a force of destruction.

Though the Cleric’s Temple claims authority over magic, scholars and rebels alike whisper of ancient civilizations that once flourished before the Realm’s rise—cultures that wielded raw, untamed magic without the restrictions imposed by modern doctrine. Whether these societies were destroyed by their own hubris or by a calculated purge remains unknown.

As tensions rise and the influence of unsanctioned magic spreads, Andora stands on the precipice of change—where the conflict between order and freedom, structure and chaos, control and power threatens to reshape the world forever.


Appendix –The Realm

The Realm is a vast and structured territory, located in the Northeast of the land. Governed by the Cleric’s Temple, the Realm operates under a rigid system of magical control, political hierarchy, and religious doctrine. At its heart lies the Capital, the epicenter of power and home to the Cleric’s High Council. Surrounding the Capital are seven Inner Cities, forming the first ring of civilization, wealth, and governance. Beyond them, thirteen Outer Cities expand outward, serving as the edges of the Realm’s reach, where magic and influence begin to wane.

  • The Capital: The governing center of the Realm, controlled by the Cleric’s Temple. It is a city of immense influence, where magic is strictly regulated, and citizens unknowingly contribute their latent magical energy to sustain the power of the Clerics through enchanted rings. The city is highly structured, with towering spires, political chambers, and the Temple at its core.

Inner Cities (Encircling the Capital)

The Inner Cities are the primary strongholds of Clerical rule and the wealthiest, most influential regions of the Realm. Each serves a unique function, whether in governance, military power, magical refinement, or trade.

  • La Ronde: A city known for its political maneuvering, where noble houses and high-ranking Clerics negotiate power and influence.
  • Cyrkle: A scholarly city, home to extensive magical libraries and Clerical academies where the gifted are trained in the ways of magic.
  • Morgan: A heavily fortified city, serving as a military stronghold and training ground for the Cleric’s enforcers, including the feared Abstractors.
  • El’Gor: A city of alchemists and magical engineers, dedicated to the refinement of magical artifacts, potions, and energy conduits.
  • Chakra: A spiritual center, devoted to religious ceremonies and the regulation of magical law. Many high-ranking Clerics begin their careers here.
  • Ma’Koka: A hub of trade and wealth, controlling much of the Realm’s economic power. The merchant elite often hold sway over political matters.
  • Mocidian: A secretive city where psionic Clerics and Abstractors are trained, specializing in mind magic and magical suppression techniques.

Outer Cities (Bordering the Realm)

The Outer Cities lie beyond the influence of the Inner Circle, making them more prone to independent thought, rebellion, and unsanctioned magic. Some remain loyal to the Cleric’s Temple, while others, like Cyphorica, have begun to question the authority of the Realm.

  • Cyphorica: A rebellious Outer City, where the Witches’ Coven has gained influence. Originally a minor trade hub, it has become a haven for unsanctioned magic and those who seek freedom from the Temple’s control.

Appendix – Characters

  • Alric Raneer, Lord (Age 58) – Governor of Cyphorica, tasked with maintaining order in the Outer City. Initially unaware of the growing magical resistance, he later reported the Witches’ Coven to the Clerics, prompting the mission to dismantle them.
  • Au’Lira, Grand Wyvern, Lord/Lady – A Grand Wyvern of the Cleric’s High Council, wielding immense magical authority. Wyverns exist beyond human gender constructs, though Au’Lira frequently takes a female form. Oversees military and magical operations, serving as a rare and revered figure in governance. Estimated to be several centuries old, though Wyverns do not age as mortals do.
  • Claire Waters, Cleric (Age 36) – A hypnotist trained in mental influence and suggestion magic. Capable of implanting thoughts and altering memories, making her an adept interrogator and diplomat. Unlike an Abstractor, she does not sever magic but manipulates emotions and perception.
  • Cypris Bloom (Age 15) – A devoted member of the Witches’ Coven, once disguised as a street informant. She specializes in harmonizing magic, using vocal resonance and precise movements to enhance spellcasting. Fully committed to the Coven’s cause, she opposes the Clerics’ control over magic.
  • Estel Ell, Cleric (Age 42) – A senior Cleric skilled in charm and illusion magic, enabling her to manipulate perception and influence emotions. Initially reluctant to join the Cyphorica mission, believing her fieldwork days were over.
  • Kireek, Abstractor (Age 50s) – A highly trained Abstractor, specializing in severing magical connections in unauthorized casters. Possesses psionic abilities, enabling him to track magic and infiltrate minds. His strict loyalty to the Cleric’s Temple makes him one of the most feared figures among rogue casters.
  • Keeldra Knight, Priestess (Age Mid-30s) – Charismatic and powerful leader of the Witches’ Coven. A master of forbidden magic, she draws energy from nature, weaving enchantments far beyond what the Clerics permit. Believes in universal access to magic, directly opposing the Temple’s ideology.
  • Milo Nullors (Age 63) – An elder member of the Witches’ Coven, known for his vast historical knowledge and pragmatic views on magic. He challenges Clerical narratives, revealing forgotten histories and the true cost of the Realm’s stability. Holds deep skepticism toward the Clerics, believing their rule was built on necessity rather than benevolence.
  • Priya Hachen (Age 60) – Timothy Durston’s aunt and a respected administrator within the Cleric’s Temple. Oversees assignments, housing, and logistical operations. Though she lacks significant magic, she is well-versed in Temple politics.
  • Reevan, Cleric (Age 48) – A scholar and magical analyst, trained to discern intent, detect lies, and trace residual magic. Though not a combatant, his expertise in uncovering hidden magical influences makes him a key strategist.
  • Timothy Durston, Cleric (Age 24) – A rising Cleric of the Realm, born into nobility. Possesses psionic abilities, allowing him to track and sense magic. Trained under the Temple’s rigid structure, but his experiences with the Witches’ Coven have challenged his beliefs. Selected for the Cyphorica mission due to his unique magical sensitivity.
  • Thomas Durston, Lord (Age 65) – A high-ranking noble and father of Timothy Durston. A staunch supporter of the Cleric’s Temple, using political influence to uphold control over society. Though he lacks magic, he ensures his family’s deep ties to the Temple’s leadership.
  • Trax, Horse – A sturdy fox-trotter gelding owned by Timothy Durston. Well-trained for travel, Trax is reliable and built for long distances rather than speed.
  • Trenton Lore’syn (Age Unknown) – A member of the Sidhe, an ancient and reclusive people who seek harmony between magic, nature, and society. Acts as an observer and advisor to the Witches’ Coven to prevent their magic from becoming a threat. His people believe in maintaining balance, unlike the Clerics and Witches, who seek power in different ways. Trenton’s role is not to rule but to ensure magic does not consume itself.
  • William Truvile, Alchemist (Age 71) – A renowned alchemist, specializing in magical refinement, potions, and artifact creation. Responsible for recharging Timothy Durston’s casting tattoos, strengthening them beyond standard Clerical limits.
  • Zoey and Xavier Sivari (Age 19) – Twin siblings bound by an unshakable connection, both in spirit and magic. Orphaned by a preventable illness when their family was denied magical aid, they fight to ensure magic reaches all people, not just the privileged. Their magic is intertwined, allowing them to amplify spells and interact with spirits as living entities rather than mere tools.

Ramen’s Chinese New Year 2019 Litter

Ramen’s babies are here! All were born happy and healthy, which is very wonderful news. They have had 2 vet visits and check-ups, with the first one removing dew-claws and having the boys get docked tails. The girl was born as a natural bob.

When breeding Corgis, it is important to know if yours is a natural or docked tail. As previously, Ramen is a fantastic mother, and I’m happy to show case the pups growing up.

Puppy X-Rays September 3rd 2017

Baby Girl

October 21st 2017

October 14th 2017

October 7th 2017

October 1st 2017


September 23rd 2017

September 16th 2017

Baby Boy

October 21st 2017

October 14th 2017

October 7th 2017

October 1st 2017

September 23rd 2017

September 16th 2017

Happy Family